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Taken from our blog (http://www.thechineseroom.co.uk/blog/askuspart4), from our creative director, Dan:
"So, I have an admission here - I was really wrong about trophies. I came into Rapture hating them and everything about them, I thought they were crass and stupid and irritating. I still think they can be stupid, crass and irritating, but I’ve also discovered that trophies are really important to some of our biggest fans and it was narrow-minded to write them off completely.
So my golden rule is that trophies should NEVER intrude on the experience for those who are not interested in trophies. Rule 2 is that there should be some spread of challenge in them, which is actually really tough to achieve in a game like Rapture, as there’s a limited amount of scope for challenge in the system. Rule 3 is that they should be fun and respond to the experience. We opted for ones in Rapture that made us laugh and we thought would make trophy hunters laugh as well, so gently poking fun at how serious the game was, a reward for having completed it, but that also sat in world. So you got things like looking through all the caravan windows, or moonwalking for 50ft, as well as more challenging ones like getting through the game without triggering a passive scene. The important thing is that you are very unlikely to trigger a trophy unless you are hunting them - so they are there for the trophy hunters, but they respect the experience of people who aren’t interested in them."
Hope that explains the reasoning behind some of those achievements :)